- finished conversion of most of g_doom.
Only things left here are accesses to AActor::ceilingz and radius in A_PainShootSkull, plus scaleX and scaleY in the ScriptedMarine sprite setting code. Most is still using wrapper functions around the fixed point versions.
This commit is contained in:
parent
a4f5846c7c
commit
5875e91f39
17 changed files with 214 additions and 81 deletions
|
|
@ -1624,8 +1624,8 @@ bool P_CheckPosition(AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm, bo
|
|||
else
|
||||
{
|
||||
// With noclip2, we must ignore 3D floors and go right to the uppermost ceiling and lowermost floor.
|
||||
tm.floorz = tm.dropoffz = newsec->LowestFloorAt(x, y, &tm.floorsector);
|
||||
tm.ceilingz = newsec->HighestCeilingAt(x, y, &tm.ceilingsector);
|
||||
tm.floorz = tm.dropoffz = newsec->_f_LowestFloorAt(x, y, &tm.floorsector);
|
||||
tm.ceilingz = newsec->_f_HighestCeilingAt(x, y, &tm.ceilingsector);
|
||||
tm.floorpic = tm.floorsector->GetTexture(sector_t::floor);
|
||||
tm.floorterrain = tm.floorsector->GetTerrain(sector_t::floor);
|
||||
tm.ceilingpic = tm.ceilingsector->GetTexture(sector_t::ceiling);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue